Наследование: MonoBehaviour
        [UsedImplicitly] // by pause button
        public void PauseGameButtonHandler()
        {
            InterfaceController.Instance.Show(GameWindow.BoardMenu);
            InterfaceController.Instance.Show(GameWindow.BoardBlur);

            GamePaused?.Invoke();
        }
Пример #2
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    public static void PauseGame()
    {
        TimeManager.PauseAll();

        Instance._paused = true;

        GamePaused.Invoke();
    }
Пример #3
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 public void PauseGame()
 {
     Time.timeScale      = 0f;
     AudioListener.pause = true;
     gameIsPaused        = true;
     Cursor.lockState    = CursorLockMode.None;
     Cursor.visible      = true;
     GamePaused?.Invoke(true);
 }
Пример #4
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 public void ResumeGame()
 {
     Time.timeScale      = 1;
     AudioListener.pause = false;
     gameIsPaused        = false;
     if (!inShop)
     {
         Cursor.lockState = CursorLockMode.Locked;
         Cursor.visible   = false;
     }
     GamePaused?.Invoke(false);
 }
Пример #5
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    public static void PauseGame()
    {
        TimeManager.PauseAll();

        _paused = true;

        Color color = _instance._fadeImage.color;

        color.a = _instance._fadeValue;
        _instance._fadeImage.color = color;

        GamePaused.Invoke();
    }
Пример #6
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    private async void OnGamePausedAsync(GamePaused soundObj)
    {
        Debug.Log($"Game paused");

        this.defaultAudioSource.loop = false;
        this.defaultAudioSource.Stop();
        this.defaultAudioSource.clip = null;

        var fadingNoise = this.sounds.SoftPause(NOISE, MUSIC_CHANGE_RATEx4);
        var fadingMusic = this.sounds.SoftPause(this.currentLevelMusic, MUSIC_CHANGE_RATEx4);

        this.sounds.PlayLooped(this.MenuBackgroungMusic, MENU, MUSIC_VOLUME);
    }
Пример #7
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        private void Check_Timer()
        {
            Thread.CurrentThread.Name = "Memory_Thread_Check_Timer";
            float old_timer = 0;

            DateTime old_time   = DateTime.Now;
            bool     gamePaused = false;

            while (true)
            {
                Thread.Sleep(10);

                //get animation timer
                float    timer = memory.ReadFloat(timer_offsets);
                DateTime time  = DateTime.Now;

                if (timer < old_timer)
                {
                    AnimationTimeResetted?.Invoke(this, EventArgs.Empty);
                }
                if (timer != old_timer)
                {
                    AnimationTimeUpdated?.Invoke(this, new FloatArg(timer));
                }
                if (timer == old_timer)
                {
                    if (!gamePaused)
                    {
                        if (time > old_time + new TimeSpan(0, 0, 0, 0, 150))
                        {
                            gamePaused = true;
                            Notification_Message?.Invoke(this, new StringArg("Game paused"));
                            GamePaused?.Invoke(this, EventArgs.Empty);
                        }
                    }
                }
                else
                {
                    if (gamePaused)
                    {
                        gamePaused = false;
                        Notification_Message?.Invoke(this, new StringArg("Game resumed"));
                        GameResumed?.Invoke(this, EventArgs.Empty);
                    }
                    old_time = time;
                }

                old_timer = timer;
            }
        }
Пример #8
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        private void SwitchState(GameStateType stateType)
        {
            switch (stateType)
            {
            case (GameStateType.GameRunning):
                ActiveState = GameRunning.GetInstance();
                break;

            case (GameStateType.GamePaused):
                ActiveState = GamePaused.GetInstance();
                break;

            case (GameStateType.MainMenu):
                ActiveState = MainMenu.GetInstance();
                break;
            }
        }
Пример #9
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        private void SwitchState(GameStateType stateType)
        {
            switch (stateType)
            {
            case GameStateType.MainMenu:
                GameRunning.GetInstance().InitializeGameState();
                ActiveState = MainMenu.GetInstance();
                break;

            case GameStateType.GamePaused:
                ActiveState = GamePaused.GetInstance();
                break;

            case GameStateType.GameRunning:
                ActiveState = GameRunning.GetInstance();
                break;
            }
        }
Пример #10
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        private void HandleRequest(RequestData request)
        {
            switch (request.Request)
            {
            case Request.Disconnect:
                // server closed or kicked player
                HandleDisconnect();
                break;

            case Request.Heartbeat:
                // Response is send below.
                break;

            case Request.StartGame:
                GameStarted?.Invoke(this, EventArgs.Empty);
                SendStartGameRequest();
                // Start game messages are sent asynchronously.
                return;

            case Request.AllowUserInput:
                InputAllowed?.Invoke(this, EventArgs.Empty);
                break;

            case Request.DisallowUserInput:
                InputDisallowed?.Invoke(this, EventArgs.Empty);
                break;

            case Request.Pause:
                GamePaused?.Invoke(this, EventArgs.Empty);
                break;

            case Request.Resume:
                GameResumed?.Invoke(this, EventArgs.Empty);
                break;

            default:
                // all other requests can not be send to a client
                throw new ExceptionFreeserf(ErrorSystemType.Network, $"Request {request} can not be send to a client.");
            }

            RespondToRequest(request);
        }
Пример #11
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        public void SwitchState(GameStateType stateType)
        {
            switch (stateType)
            {
            case GameStateType.GameRunning:
                ActiveState = GameRunning.GetInstance();
                break;

            case GameStateType.MainMenu:
                ActiveState = MainMenu.GetInstance();
                break;

            case GameStateType.SelectLevel:
                ActiveState = SelectLevel.GetInstance();
                break;

            case GameStateType.GamePaused:
                ActiveState = GamePaused.GetInstance();
                break;
            }
        }
Пример #12
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    private void PauseGame()
    {
        // flag that we have lost focus, even if we haven't, otherwise it gets called constantly in update.
        hasLostFocus = !hasLostFocus;

        if (isGamePaused)
        {
            isGamePaused   = false;
            Time.timeScale = 1;
        }
        else
        {
            isGamePaused   = true;
            Time.timeScale = 0;
        }

        if (GamePaused == null)
        {
            return;
        }
        GamePaused.Invoke();
    }
Пример #13
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        public void SwitchingState()
        {
            stateMachine.SwitchState(GameStateType.GamePaused);
            Assert.True(stateMachine.ActiveState == GamePaused.GetInstance());

            stateMachine.SwitchState(GameStateType.ChooseLevel);
            Assert.True(stateMachine.ActiveState == ChooseLevel.GetInstance());

            stateMachine.SwitchState(GameStateType.MainMenu);
            Assert.True(stateMachine.ActiveState == MainMenu.GetInstance());

            GameRunning.NewInstance("the-beach.txt");
            stateMachine.SwitchState(GameStateType.GameRunning);
            Assert.True(stateMachine.ActiveState == GameRunning.GetInstance());

            stateMachine.SwitchState(GameStateType.MainMenu);
            Assert.True(stateMachine.ActiveState == MainMenu.GetInstance());

            GameRunning.NewInstance("short-n-sweet.txt");
            stateMachine.SwitchState(GameStateType.GameRunning);
            Assert.True(stateMachine.ActiveState == GameRunning.GetInstance());
        }
Пример #14
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 public void Fill(NonRaceSession session, GamePaused te)
 {
 }
Пример #15
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        private void HandleRequest(RequestData request, ResponseHandler responseHandler)
        {
            switch (request.Request)
            {
            case Request.Disconnect:
                // server closed or kicked player
                HandleDisconnect();
                break;

            case Request.Heartbeat:
                // Response is send below.
                break;

            case Request.StartGame:
                if (Game != null)
                {
                    responseHandler?.Invoke(ResponseType.BadState);
                    return;
                }
                serverState = ServerState.Loading;
                if (PlayerIndex == 0u)
                {
                    // We have to wait for first heartbeat to set the player index.
                    SendHeartbeatRequest(response =>
                    {
                        GameStarted?.Invoke(this, EventArgs.Empty);
                        SendStartGameRequest();
                    });
                }
                else
                {
                    GameStarted?.Invoke(this, EventArgs.Empty);
                    SendStartGameRequest();
                }
                return;

            case Request.AllowUserInput:
                if (serverState == ServerState.Loading)
                {
                    serverState = ServerState.Game;
                }
                InputAllowed?.Invoke(this, EventArgs.Empty);
                break;

            case Request.DisallowUserInput:
                InputDisallowed?.Invoke(this, EventArgs.Empty);
                break;

            case Request.Pause:
                GamePaused?.Invoke(this, EventArgs.Empty);
                break;

            case Request.Resume:
                GameResumed?.Invoke(this, EventArgs.Empty);
                break;

            default:
                // all other requests can not be send to a client
                throw new ExceptionFreeserf(ErrorSystemType.Network, $"Request {request} can not be send to a client.");
            }

            RespondToRequest(request);
        }
Пример #16
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	// Initialise the states
	private void InitialiseStates()
	{
		NoGame noGame = new NoGame();
		PlayingGame playingGame = new PlayingGame();
		GamePaused gamePaused = new GamePaused();

		stateList.Add(noGame.GetName(), noGame);
		stateList.Add(playingGame.GetName(), playingGame);
		stateList.Add(gamePaused.GetName(), gamePaused);
	}
Пример #17
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 private void OnGamePaused(GamePaused gamePausedEvent)
 {
     Time.timeScale = 0;
     SetFullInGameMenu(false);
 }
Пример #18
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 private void PauseGame(object sender, EventArgs e)
 {
     GameTimer.Stop();
     GamePaused?.Invoke(0);
 }
Пример #19
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 /// <summary>
 /// Отобразить главное меню во время игры
 /// </summary>
 private void OpenMainMenu()
 {
     Hide();
     _formMainMenu.Show();
     GamePaused?.Invoke(this, new EventArgs());
 }
Пример #20
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 public void PauseGame()
 {
     Time.timeScale = 0;
     GamePaused?.Invoke();
 }
Пример #21
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 public void Update(GamePaused e)
 {
 }
Пример #22
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 public static void CallGamePaused()
 {
     MonoBehaviour.print("Event: PAUSE GAME");
     GamePaused?.Invoke();
 }
Пример #23
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 public void PauseButtonHandler()
 {
     InterfaceController.Instance.Show(GameWindow.PauseMenu, true);
     LocalisationController.Instance.PlayAudioClip(Settings.Autogenerated.SoundSettingsKey.PopupSound);
     GamePaused?.Invoke();
 }
 private void Pause()
 {
     gameMenuPanel.SetActive(true);
     Time.timeScale = 0f;
     GamePaused?.Invoke();
 }
Пример #25
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 private static void OnGamePaused(GamePaused gamePausedEvent)
 {
     GameIsPaused = true;
 }
Пример #26
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 public void ToggleOnPausePanel()
 {
     GamePaused?.Invoke();
     _pausePanel.SetActive(true);
     _playerInputHandler.SetActive(false);
 }
Пример #27
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 public static void CallGamePaused()
 {
     GamePaused?.Invoke();
 }